Brianna is an ascended mortal in the Egyptian pantheon. She is a close ally to Hathor and Isis, who sponsored her ascension.

She appears as a stunningly attractive tiefling woman with purple eyes and long flowing black hair, dressed in clothes that accentuate her curves, bedecked in jewelry, carrying a long bow. Although her small fangs and long prehensile tail tend to disturb those meeting her for the first time, her charming demeanor and brilliant personality soon smooth over any initial discomfort.

She has always been very much a "hands on" deity (both literally and figuratively), frequently wandering through the worlds of the Prime Material plane, recruiting devoted worshipers, personally instructing her priestesses in the ways of her faith, and collecting new knowledge and rare volumes of lore, before retreating to her godly realm on Dalarisia, her personal demiplane. Since achieving the rank of lesser goddess and gaining the ability to manifest avatars, she tends to send her avatars into the mortal realms to perform those tasks while she works on projects at home.

Dogma

Brianna's key doctrine is that physical pleasure, especially sexual passion, is essential to the physical and emotional well-being of all beings, and that having new experiences, learning new things, and hearing new music is essential for any sentient creature's mental and spiritual well-being. She holds that although this applies to everyone, women are inherently more capable than men at achieving enlightenment through the senses - and at doing anything, for that matter.

Clergy and Temples

Brianna's clerics are exclusively women. They wear the white robes common to most Egyptian clergy, but embroider them with elaborate designs in purple, red, and green. Tattoos, especially of leafy vines or ravens, are common. They tend to be talented musicians or dancers. All must be sexually active, but it is their own call whether they are in a committed relationship or spread their love widely - and whether they share their passion with men and/or women.

Her temples resemble bardic colleges, with resident musicians and a good library, in addition to the priestesses and sacred hetaerae who comfort and instruct the faithful. Itinerant bards and scholars of all sorts frequently visit and are welcome to stay as guests to share songs and knowledge for as long as they desire.

Avatars

Brianna creates her avatars to resemble her divine form, but since she (and therefore they) is a versatile shapeshifter, they tend to appear as a beautiful woman of any race. She sends them to enjoy the company of mortal women, to attend notable musical performances, and to visit her temples to inspire her priestesses and worshipers.

This ability is similar to the wish spell. The deity merely thinks of
something and then makes it so. Doing this requires at least a standard
action.

The deity can duplicate any spell of 9th level or lower as a
standard action. The duplicated spell has no material or XP
component, and the DC of its saving throw (if one is allowed) is 20
+ the deity's rank + the deity's Charisma modifier.

The deity also can duplicate a spell with any metamagic feat (so
long as the metamagic feat is available to characters of 20th level
or lower). This use of the ability requires the deity to rest for 1
round for each level that the feat would normally add to the
spell. It still takes a standard action to use this ability, so
there is no point in using the ability to duplicate a quickened
spell.

The deity can render a magical or supernatural effect permanent. The
rest requirement varies with the effect: 10 minutes per level of the
effect times the number of subjects affected, 10 minutes per total
Hit Dice of creatures affected, or 10 minutes per 10-foot cube
affected. Use the highest applicable value.

The deity can create temporary, nonmagical objects. This works like
the Create Object ability (including the required rest period),
except that the items last one day per rank.

The deity also can create permanent nonmagical objects as if using
the Create Object ability except that all rest requirements are
doubled and there is no reduction in rest time for being on an Outer
Plane or in the deity's own realm.

The deity can create temporary magic items or creatures. This works
like the Divine Creation ability (including the required rest
period), except that the items or creatures created last 1 hour per
rank. This ability cannot create permanent magic items or creatures.

The deity can reshape a landscape, creating any type of terrain the
deity can imagine. Each 10-foot cube of material to be reshaped
requires 1 round of effort, and the deity must rest for one day per
10-foot cube shaped after the work is completed.

Arcane Mastery

The deity can prepare any wizard spell that it can cast without using a
spellbook.

This ability gives the deity access to every spell on the
sorcerer/wizard spell list, provided that the deity has sufficient
wizard levels and a sufficient Intelligence score to cast them. The
deity also can invent new sorcerer/wizard spells without researching
them.

Avatar

An avatar serves as a deity's alter ego, effectively allowing the deity
to be in two or more places at the same time. An avatar is an extension
of a deity. The deity senses and knows everything the avatar senses and
knows and vice versa. Each avatar counts as a remote location where the
deity is sensing and communicating. A lesser deity can have up to five
avatars at once, an intermediate deity can have up to ten, and a greater
deity can have up to twenty avatars at once. It takes a deity one year
to create an avatar or replace a destroyed avatar. The process does not
require any special effort on the deity's part. An avatar must be
created in the deity's own realm. If the deity has the Divine Creation
salient divine ability, the deity can use it to create a new avatar
anywhere. However, the deity must rest afterward as noted in the Divine
Creation ability description. An avatar is a less powerful version of a
deity, created by modifying the deity's statistics, that has the
following characteristics.

The avatar's divine rank is half that of the deity (round down). This
decrease in divine rank affects many of the avatar's statistics and
abilities, including bonuses to attack rolls, damage, saves, checks, and
Armor Class, damage reduction, resistances, number of salient divine
abilities and bonus salient divine abilities, uses per day of domain
powers, saving throw DCs against spell-like abilities, range of senses,
automatic actions, magic items it can create, and extent of divine
aura. The deity's ability scores, speed, class levels, and Hit Dice are
unchanged.

The avatar has salient divine abilities according to its own divine
rank. The deity chooses which of its abilities the avatar has when
creating the avatar. The avatar cannot have a salient divine ability
that is not available to a deity of its own rank, nor can it use a
salient divine ability if it doesn't meet the prerequisites. An avatar
cannot have the Avatar or Possess Mortal salient divine abilities.

An avatar does not have any remote sensing or remote communication
powers.

Craft Artifact

The deity can craft magic arms and armor, staffs, rods, wondrous items,
rings, and scrolls that exceed the normal limits for such items

The deity can fire a ranged weapon at any target within line of sight
and within range of the deity's personal senses. No range increment
applies to the attack. The deity does not incur any attacks of
opportunity for firing a bow when threatened. As a full-round action,
the deity may fire an arrow at her full base attack bonus at each
opponent within 10 feet per divine rank. The deity must have the Weapon
Focus feat with the type of bow she uses to perform this attack. When
shooting a ranged weapon, the deity can ignore any cover bonus to the
target's AC or any miss chance conferred by the target's concealment.

Divine Bard

This divine ability has a variety of benefits:

For the deity's bardic abilities that have a range (countersong,
fascinate, inspire competence, inspire greatness), that range is a
number of miles equal to the deity's divine rank.

The deity's bardic music abilities can affect even those normally
immune to mind-affecting effects. However, such creatures gain a +10
bonus on their Will saves to resist such effects.

The effects of all the deity's bardic music abilities are
doubled. Inspire courage grants a +8 morale bonus on saving throws
against charm and fear effects and a +8 morale bonus on attack and
damage rolls; inspire competence grants a +4 competence bonus on
skill checks; inspire greatness grants +4d10 Hit Dice, a +4
competence bonus on attack rolls, and a +2 competence bonus on
Fortitude saves, and inspire heroics grants a +8 morale bonus on
saving throws and a +8 dodge bonus to AC. The number of allies the
deity can affect with inspire competence, inspire greatness, and
inspire heroics doubles. When inspiring competence in multiple
allies, the deity can choose different skills to inspire for
different allies.

The effects of the deity's bardic music inspiration abilities last
for ten times as long as normal after the deity stops singing. This
has no effect on inspiration abilities that have no duration after
the bard stops singing.

When any effect that is subject to countersong (any spell,
supernatural ability, or spell-like effect that has the sonic or
language-dependent descriptor) occurs within the deity's hearing, the
deity can attempt a countersong as if it had prepared an action to
do so.

Know Secrets

No secrets can be kept from the deity.

The deity can learn a creature's entire history (including any
embarrassing or vital secrets it might know) just by looking at it. This
ability is similar to the legend lore spell, except that it
delivers instant results and the subject is allowed a Will save (DC 10 +
the deity's Charisma modifier + the deity's divine rank) to avoid the
effect.

Supreme Initiative (Ex)

The deity goes first in the initiative order, no matter what its
initiative result is or what initiative result anyone else in an
encounter or battle has.

Determine initiative normally among any beings who don't have this
ability, placing them in order after the deity. The deity can choose to
delay or ready an action, just any other being can, and doing so changes
the deity's initiative as normal. The deity also can refocus, thereby
resuming its position at the beginning of the initiative order.

If two or more deities who have this ability are in the same battle, the
deity with the highest divine rank gets the first position in the
initiative order, the deity with the second highest rank gets the second
position, and so on. Other beings then go in order after the last deity
with the Supreme Initiative ability.

If two deities with this ability and the same divine rank are in a
battle, make an initiative check for each deity, and the deity with the
higher result goes first.

Bardic Knowledge: Brianna may make a bardic knowledge check
with a bonus of +44 to see whether she knows some relevant information
about local notable people, legendary items, or noteworthy places.

Bardic Music: Brianna can use her song or poetics to produce
magical effects on those around her. She can use any combination of the
following effects, 23 times per day.

Countersong (Su): Brianna can counter magical effects that depend
on sound by making a Perform check at +59 for each round of
countersong. She can attempt this against any such effect that occurs
within six miles of her as soon as it begins, as if she had prepared an
action to do so. Any creature within six miles of her who is affected by
a sonic or language-dependent magical attack may use her Perform check
result in place of his or her saving throw if
desired. Countersong lasts for 10 rounds.

Fascinate (Sp): Brianna can cause up to 16 creatures within six
miles of her that can see and hear her to become fascinated with
her. Brianna's Perform check result at +59 is the DC for the opponent's
Will save. Any obvious threat breaks the effect. Fascination lasts for
as long as Brianna continues to play and concentrate, up to 23
rounds. This is an enchantment (compulsion), mind-affecting ability, but
even creatures immune to such can be affected, although they gain a +10
bonus to their Will save.

Inspire Courage (Su): Allies who can hear Brianna receive a +8
morale bonus to saves against charm and fear effects and a +8 morale
bonus on attack and weapon damage rolls. The effect lasts for as long as
the ally hears the song and for 50 rounds thereafter. This is a
mind-affecting ability

Inspire Competence (Su): Up to two allies within six miles of
Brianna get a +4 competence bonus on skill checks with a particular
skill as long as he or she can hear the music, to a maximum of 2
minutes; the skills inspired in the two allies need not be the
same. This is a mind-affecting ability.

Suggestion (Sp): Brianna can make a suggestion (as the spell) to
a creature she has already fascinated. A Will save with a DC of 37 (39
vs. females) negates the effect. Using suggestion on a fascinated
creature does not count as against Brianna's daily usage of Bardic Music
effects. This is an enchantment (compulsion), mind-affecting,
language-dependent ability, but even creatures immune to such can be
affected, although they gain a +10 bonus to their Will save.

Inspire Greatness (Su): Up to ten allies within six miles
(including herself) who can hear Brianna sing receive 4 bonus Hit Dice
(d10s), the commensurate number of temporary hit points (apply
Constitution modifier, if any to these bonus Hit Dice), a +4 competence
bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The
effect lasts for as long as the ally hears the song and for 50 rounds
thereafter. Inspire Greatness is a mind-affecting ability, but even
creatures immune to such can be affected.

Song of Freedom (Sp): Brianna can use music or poetics to create
an effect equivalent to the break enchantment spell (caster level
equals her bard level). Using this ability requires 1 minute of
uninterrupted concentration and music, and it functions on a single
target within 30 feet. Brianna can't use song of freedom on
herself.

Inspire Heroics (Su): Brianna can use music or poetics to inspire
tremendous heroism in herself or up to six willing allies within six
miles. A creature so inspired gains a +8 morale bonus on saving throws
and a +8 dodge bonus to AC. The effect lasts for as long as the ally
hears the song and for up to 50 rounds thereafter. Inspire heroics is a
mind-affecting ability, but even creatures immune to such can be
affected.

Mass Suggestion (Sp): This ability functions
like suggestion, above, except that Brianna can make the
suggestion simultaneously to any number of creatures that she has
already fascinated (see above). Mass suggestion is an enchantment
(compulsion), mind-affecting, language-dependent ability, but even
creatures immune to such can be affected, although they gain a +10 bonus
to their Will save.

Distracting Appearance (Ex): Brianna has Unearthly Beauty from
the Otherworldly Countenance feat. As a full-round action, she can
attempt to distract a target within 30 feet by focusing her attention
upon it. The target must be able to see her and can resist her
distracting appearance by making a Will save vs. DC 56 (DC 10 + 32
(CL/2) + 14 (Cha modifier)). Failure indicates that the target is
fascinated for as long as she remains in its line of sight. This ability
is usable 2/day.

Extraordinary Wild Shape (Ex): Brianna gains all the
extraordinary special qualities and attacks of any form she shifts into.

Evasion (Ex): If Brianna makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save,
she instead takes no damage. This ability does not work when Brianna is
helpless.

Evershifting Form (Ex): Brianna has the shapechanger subtype and
is immune to any transmutation effect, even those caused by deities of
higher rank, unless she is willing to accept it. She can use her wild
shape ability at will.

Familiar (birds): Brianna can treat any bird as a familiar, as
long as it is within a distance of six miles of her. This special
familiar ability only applies to one bird at a time, but she can switch
between one bird and another instantaneously, as long as the second bird
is within range.

Fast Wild Shape (Ex): Brianna can use her wild shape ability as a
move action, rather than as a standard action.

Grace (Ex): Brianna gains a +1 competence bonus on Reflex saves.

Improved Wild Shape (Ex): Brianna knows how to use her wild shape
ability to assume a wider range of forms and achieve a wider variety of
sizes. In addition to Small and Large animals, as permitted by base wild
shape, Brianna can shift into the form of any humanoid, giant, magical
beast, monstrous humanoid, fey, vermin, aberration, plant, ooze,
elemental, or dragon of any size from Fine to Colossal.

Insightful Strike (Ex): Brianna can add her Intelligence bonus
(+13; already included above) to damage done with any weapon she can use
Weapon Finesse with, in addition to her Strength bonus. Targets immune
to critical hits or sneak attack are immune to insightful strike.

Morphic Stability (Ex): Brianna has the ability to impose her
will on her surroundings to a limited extent. On planes with the highly
morphic trait (such as Limbo in the D&D cosmology) or the magically
morphic trait (such as the Plane of Shadow), the terrain stabilizes
around her. She automatically calms the terrain within a radius of 300
feet. This area moves with her and is centered on her. Permanent
structures within the plane are unaffected, and the terrain can still be
changed through normal activity.

Planar Survival (Ex): Brianna immediately becomes attuned to the
nature of the planes she visits and personally immune to their natural
planar effects. Any effect that would be negated by the avoid planar
effects spell is negated by the planar survival ability as well.

Brianna is immune to the "normal" fires of the Elemental plane of Fire,
but fire-based attack forms and unusually fiery areas there still affect
her. Because this extraordinary ability is the result of attuning
herself to a particular plane, Brianna remains vulnerable to the same
sort of damage in other planes where that attack form is not part of the
natural order. Fires on other planes, including the Material Plane,
affect her normally.

Shifter's Speech (Ex):Brianna maintains her ability to speak
normally (including verbal components of spells) regardless of the form
she takes. Furthermore, she can communicate with creatures of the same
kind while in wild shape, as long as such creatures are normally capable
of communicating with each other using natural methods.

Sneak Attack: If Brianna's opponent is ever denied his Dexterity
bonus to AC, or if Brianna flanks him, she does an extra 2d6 damage on
each attack.

Supernatural Wild Shape (Ex): Brianna gains all the supernatural
special qualities and attacks of any form she shifts into.

Trap Sense (Ex): Brianna receives a +1 dodge bonus to AC against
attacks by traps and a +1 bonus on Reflex saves to avoid traps.

Trapfinding: Brianna can use the Search skill to find traps with
Search DCs higher than 20, and the Disable Device skill to disarm
magical traps.

Unbound: Brianna's Druid oaths have been relaxed, allowing her to
wear light metal armor with no loss of spellcasting, supernatural, or
spell-like abilities. She also suffers no experience point penalty for
multiclassing.

Uncanny Dodge (Ex): Brianna can react to danger before her senses
would normally allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by an invisible
attacker. However, she still loses her Dexterity bonus to AC if
immobilized.

Wild Empathy (Ex): Brianna can improve the attitude of an
animal. This ability functions just like a Diplomacy check made to
improve the attitude of a person. She rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check
result.
The typical domestic animal has a starting attitude of indifferent,
while wild animals are usually unfriendly.
To use wild empathy, Brianna and the animal must be able to study each
other, which means that they must be within 30 feet of one another under
normal conditions. Generally, influencing an animal in this way takes 1
minute but, as with influencing people, it might take more or less
time.
Brianna can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Brianna has the ability to turn herself into many kinds of creatures at
will as a move action that doesn't provoke an attack of
opportunity. This ability functions like the alternate form special
ability, except as noted here. Each time she uses wild shape, she
regains lost hit points as if she had rested for a night. Any gear she
wears or carries melds into the new form and becomes nonfunctional. When
she reverts to her true form, any objects previously melded into the new
form reappear in the same location on her body that they previously
occupied and are once again functional. Any new items worn in the
assumed form fall off and land at her feet.

The form chosen must be that of a creature she is familiar with.

Woodland Stride (Ex): Brianna can move through natural thorns,
briars, overgrown areas, and similar terrain at her normal speed and
without damage or other impairment. However, thorns, briars, and
overgrown areas that are magically manipulated to impede motion still
affect her.

Brianna's Library

In her mortal days, Brianna collected a substantial library of books
from various sources.

1) Brianna and the all-girl party defeated Mozul, a High Priest of
Malcanthet in the Greater Halls of Maure castle. She collected 700 books
that cover a wide range of subjects relating to the planes of
existence. This collection is worth 20,000 gp.

2) Brianna commissioned Veracity, Yol, and Igor to return to Maure
Castle and bring back whatever possessions they can find of Elluvia
Maure. That team discovered Elluvia's secret study and delivered all the
books it contained to Brianna. There were two distinct collections.

One consists of books on arcana, including a definitive collection on
the Enchantment school of magic. There is also a selection of books on
Conjuration magic and demonology, in particular, relating to succubi,
lilitus, and Malcanthet and her rivals and spawn.

The other is Elluvia's substantial collection of erotica, much of which
could be characterized as kinky. As it happens, Elluvia's kinks aligned
well with Brianna's, and she is well pleased with this collection.

3) When Brianna and the Starborn explored the interior of the Skull of
Paithah, they discovered the lair of Thren, a long-dead epic
Necromancer, and recovered his personal library. As might be expected,
this is a definitive collection on the Necromancy school of magic. It is
also an exceptional resource on epic magic and arcana in general, with a
focus on matters of Life and Death. Finally, it is a comprehensive
resource on the nature of divine beings and the powers wielded by such.

4) While seeking prophecies that might pertain to the planequakes,
Brianna purchased a copy of
The
Eschatonic Scripts on Ashfar for 90 gp.

When Brianna uses this library as a resource for sagely research, it
grants a +6 circumstance bonus to Knowledge (the planes) or Knowledge
(nature), a +4 circumstance bonus to Knowledge (arcana) or Knowledge
(religion), and a +6 bonus to Spellcraft pertaining to the Enchantment
and Necromancy schools of magic.

All of the above books, along with many more that she has subsequently
collected, are kept in her lodge in her godly realm on her private
demiplane.

Rhapsody of Pain: (Minor Artifact from Book of Vile Darkness) (200,000)

These oddly named earrings allow the wearer to function as if
continually under the effects of both a sadism and
a masochism spell. Furthermore, the wearer is immune to the
debilitating effects of pain, such as those brought on by a symbol of
pain. although she still feels the pain.

Caster Level: 16th; Weight -

Book of Brimstone

This book, claimed from Lady Midori, an advanced pleasure devil, is written in Infernal. It has two parts:

I) details on the proper worship of Mephistopheles and info on the steps necessary to become his disciple, including gruesome rituals.
II) a small collection of arcane spells, each more evil than the previous.

Codex of Dead Names (Minor Artifact)

Written by Elluvia Maure, this dense tome contains cramped but graceful
handwritten pages that comprise a lengthy treatise on the history,
physical descriptions, and cause of death of five hundred unique
demons. Many of these demons had, in some way, crossed Elluvia's patron
Malcanthet, and those who weren't slain by Elluvia were most often slain
by Malcanthet herself.

This copy is inscribed on the inside front cover: "Uncle - Take this as a
reminder to never underestimate the fairer sex. Read and learn. - Elluvia"

The following spells are recorded in the Codex of Dead Names:
alert bebilith*,
banishment,
binding,
call dretch horde*,
dismissal,
gate,
greater planar binding,
lesser planar binding,
planar binding,
plane shift,
trap the soul.
Spells marked with an asterisk are from the Book of Vile Darkness.

A wizard can learn these spells in the same way she can learn spells from
another wizard's spellbook. In addition, a character who spends 8 hours
studying one of these spells and makes a successful Spellcraft check (DC =
10 plus the level of the spell) gains the ability to use that spell once
per day as a spell-like ability for as long as she retains possession of
this copy of the Codex. A character can gain only one of these
spell-like abilities, but may switch spells by following the procedure
outlined above. If anyone else claims ownership of the Codex (this
includes anyone who uses the Codex to learn a spell or spell-like
ability) this spell-like ability is lost.

For every 10 points of damage the caster takes in a given round while
under the effect of this spell, she gains a +1 luck bonus on attack
rolls, saving throws, and skill checks in the next round. The more
damage the caster takes, the greater the luck bonus. It's possible to
get a luck bonus for multiple rounds if she deals damage in more than
one round during the spell's duration.

Material Component: A leather strap that has been soaked in the
caster's blood.

For every 10 points of damage the caster deals on a given round while
under the effect of this spell, she gains a +1 luck bonus on attack
rolls, saving throws, and skill checks in the next round. The more
damage the caster deals, the greater the luck bonus. It's possible to
get a luck bonus for multiple rounds if she deals damage in more than
one round during the spell's duration.

Material Component: A leather strap that has been soaked in human
blood.

These exotic, graceful, fast-moving constructs are found in the courts of exceptionally powerful kings and emperors. They serve the joint functions of major domo, spy, assassin, manservant or even concubine. As a royal court is often a place of intrigue and rumourmongering, it is useful to have an ally who combines the virtues of utter loyalty and complete discretion.

There are a finite number of these creatures in existence. They were created long ago, to serve an unknown purpose; the secrets of their creation are long lost. Those that have survived have been discovered in old tombs alongside their former masters or buried amid the clutter in ancestral attics.

A porcelain dandy serves one, and only one, master. When that master is killed, the dandy enters the service of the first person to claim it. The dandy instinctively knows whether its master is alive or dead.

A porcelain dandy resembles a human figure made from gleaming white ceramic, with a smooth oval instead of a face (this material resembles porcelain only in its appearance; it is tougher than iron). In keeping with its name, it will often dress in the most flamboyant clothes available. Purple frock coats, broad gold-buckled shoes, high wigs and ebony canes topped with diamonds are favoured. Female dandies exist and are much rarer. These dress in black or scarlet ball gowns with high, stiff necks.

A dandy never speaks aloud. It communicates with mime and exaggerated gestures or, if necessary, with written messages in florid script. It always carries pen, ink and parchment in case this should be necessary.

The creature's favoured class is rogue. Its weapons are treated as epic for the purposes of overcoming damage reduction.

Intrinsic Weaponry (Ex): The porcelain dandy's +10 keen rapier and +10 keen spiked chain are part of its body, though they do not function as natural weapons. The rapier is extruded from the wrist of the right arm, and the spiked chain from the wrist of the left. It can manifest or withdraw these items as a free action, and it gains a +4 bonus against disarm attempts. The weapons do not function if removed from the dandy.

Immunity to Magic (Ex): A porcelain dandy is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below:

c A magical attack that deals sonic damage deals double damage against the dandy, which cannot resist it, though it is allowed a saving throw.

c A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the dandy to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a porcelain dandy hit by a fireball gains back 6 hit points if the damage total is 18 points. A porcelain dandy gets no saving throw against fire effects.

Sneak Attack (Ex): This functions like the rogue class ability of the same name.

Weaponbreaking (Ex): The porcelain dandy's body is phenomenally tough and pulses with subtle vibrations. Weapons have a chance to shatter against it. Any weapon that successfully strikes the porcelain dandy must also make a Fortitude saving throw (DC 20) or be shattered into pieces.